Pemalite said:
You can use Depth Peeling on the Original Xbox and Xbox 360 in order to accomplish a form of order-independent transparency by leveraging the Depth/G-buffer anyway... And was actually a requirement on the Original Xbox for the game 'Shrek' as it used Deffered Rendering.
In short the games are the proof. |
In some ways, but using something like dire ports of Madden from EA onto the GC was more an indication of what EA thought about the console at the time more than the graphical power that it was capable of, using software to try to directly say "look what the hardware is capable of" in terms of a system where devs don't have confidence (or coding ability) would mean that someone could jump to games like WWE2k18 on the Switch to suggest the machine isn't capable of playing a x360 title above 10fps
Of course if you have an entire library of games which look better on one machine than the other then you have other things to consider and could say that software overall does say that the machine was more powerful, but keep in mind as well on the ps2/xbox games had access to an absolute ton more storage space, even a 2 disc game on the GC would still be around half the space of anything on a DVD, never mind a dual layer disk.
Just saying, that "software = representation of the machines power" could lead to someone posting this
As the ability of the Switch. Seriously though... love that video so much, watch the framerate when their name bar appears at the end, you can pretty much count the frames.
When it comes to the Sixth generation though, if I'm not mistaken wasn't factor 5's Star Wars game the highest polygon shifting title of that generation (I could be wrong on that, but have heard it uttered a few times, not saying that misinformation can't spread)

Sure was beautiful though.
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